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Showing posts with the label Hardwired

Second game of 'Exploit Zero - Mission Critical'

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Specialist123 lay sprawled on his bed, eyes tracing the cracks in the ceiling. It had been two weeks since the mission went south, and the sting of failure still lingered. No updates from corporate. No word. No knock on the door from the Judges. That silence was almost worse than a bullet. Then came the chime. The soft, unmistakable ping of a message hitting his secure line. He bolted upright, heart racing. Was this it? A purge order? A second chance? Fingers flew across the interface as he launched the decryption algorithm. Lines of encrypted code shimmered, then resolved into a single, terse message. Corporate wasn’t happy - no sugarcoating that. The last op had been a bust. But they hadn’t written him off entirely. According to the message, his hacking skills still held value. He was being reassigned. New teammates. New mission. He was to rendezvous with a fresh DAU and move under escort through hostile corporate territory—destination: a secured data farm deep inside rival l...

First game of 'Exploit Zero - Mission Critical'

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Expolit Zero - Mission Critical by Patrick Todoroff is a set of miniature wargaming rules designed for small-scale, fast-paced sci-fi skirmishes.  Designed for two players, the game is intended for use with various sci-fi settings between elite three-person teams - known as Direct Action Units (DAUs). Each player commands a DAU comprising a Ronin (ranged specialist), a Razor (melee expert), and a Specialist (medic/hacker). Players engage in missions with hidden objectives, meaning each team may pursue different goals within the same environment. The game employs a streamlined action system where each operative has access to three dice - a D6, D8, and D10 - allocated to perform actions such as movement, attacks, or hacking attempts. Successes are typically achieved on rolls of 4 or higher. Also, a free movement action is allowed as well and this can be substituted for other actions. The game incorporates stealth deployment, allowing units to remain concealed until specific act...

Introducing Clone Force 44 AHA The Filthy Four!

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Impact, Cypher, Sarge & Focus     I have been toying with this idea for some time. Then 'The Bad Batch' made an appearance on Disney+ and this idea finally took off. As we would be using the 'Hardwired' set of rules, we needed to create a team of four characters. So we created Sarge, a 'Sawbones' as defined in the rules, but provides squad support. Next up is Cypher, who is our 'Splicer' and will carry out any cyber related activities. Lastly, we have Impact and Focus, a pair of 'Ronin' who are armed with 'Smart Ammo' and EMP Micro Grenades.  All the Clones are wearing armour, which gives them a D8 Dodge roll, but -1" to their movement. Opposition will be deployed using the rules defined in 'Nightwatch'. Currently, D6 opposition will be standard Battle Droids and D8 opposition will be Super Battle Droids. Still trying to figure what the D10 opposition will be!

Trash Run

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The message cam down from the higher ups in the corporation. Another upstart gang was beginning to cause problems. After our success in the previous mission, we were instructed to perform a 'hit' on the upstart gang. The plan was simple, swoop in, perform a 'hit' and get out quickly (the mission objective was to stay alive and eliminate at least 14 of the opposition). Turn 1 - d6 H-SEC deploy. The crew approached the gang HQ and sought to take out the patrolling sentries. Unfortunately, shooting proved to be inaccurate or ineffective. Turn 2 - The Ronin takes up a sniping position. On the right-hand side of the playing area, the Ronin moved to the available high ground and took the chance to snipe the opposition. The Razor successfully engaged a sentry in melee and advanced. On the left-hand side, the Sawbones and the Splicer took out the remaining sentries. Turn 2 - More d6 H-SEC deploy.   Turn 3 - Foolhardy d6 Gangers seek out the crew. ...

Cybernetic Eyes

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A mission came down from those higher ups in the corporation. A new project needed some cybernetic eyes and didn't want to pay for them. The Mission Our Splicer did her cyber magic and managed to identify a location where some crates of cybernetic eyes were being stored. Warehouse District in New Kowloon The crew got lucky. A shipment was being delivered and our intel showed that there were crates in the two nearby locked warehouses. The crew deployed. Our Ronin and Razor moved to obtain the crate in the truck. The Splicer used the local network to override the security system and unlock the doors in one of the warehouses. The Sawbones moved towards the other warehouse. D6 Gangers arrive on the scene Sticking to the shadows, the Ronin shot at the recently deployed H-SEC gangers. The Razor managed to retrieve the crate from the truck. Elsewhere, the Sawbones managed to hack the security systems on the second warehouse. The Splicer grabbed another crate and headed towards the exit po...

Hardwired - The Seraph Protocol Mission

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I recently took delivery of the Hardwired set of rules. Hardwired is set in the fictional and futuristic mega-city of New Kowloon. The vibe for Hardwired is very much one of Cyberpunk. The way Hardwired works is that you have a team of agents working towards achieving a goal. The game can be played standalone or cooperatively. Agents have three actions per turn and have a die pool of a d6, a d8 and a d10. Wants different with Hardwired is that you need to pick a die type in which to activate your actions. Success is a 4+ on any dice type, So do you start with your d10 or your d6? Working against your agents are Hostile Security (H-SEC). These come at your agents in waves of steadily increasing in quality. H-SEC forces are classed by their dice type - d6, d8 or d10. d6 H-SEC being the lowest of the low with one action. Next level up is your d8 H-SEC with two actions and finally you get to the d10 H-SEC with three actions. H-SEC spawn randomly at various points on the table.  This wa...